Posted by Jeff C from 192.156.168.6 (192.156.168.6)on March 13, 1998 at 13:32:41:
There is now an update to the wrapper. I have only uploaded the binary because I am not quite ready to upload the source yet. There will probably be a source release after this weekend, or late on Sunday.
Now almost all of the TEST??.EXE programs work. I don't think they do exactly what they are supposed to, but I am pretty sure the first few are correct.
I realize that many people don't have VC++ 5.0 like I have, therefore I am trying to make the project as non-compiler specific as possible, but that doesn't always work too great. I think the .def file is the biggest problem. It might be a good idea not use the .def file, and to tell your compiler/linker to export all symbols. I know VC++ can do this, I am not sure if other compilers can.
What has been updated in this version:
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The vertex type is now selected based on what options are currently set. i.e. if you are only looking at x,y coords, that is all that gets sent to the verite chip. This is not yet complete, because alpha and fog and texturing are not accounted for yet.
Chris Lundie has sent me some new AntiAlias code and backface culling code. I have NOT updated it this code yet. Hopefully I can get that in tonight.
I found out that fog is implemented exactly backwards in glide and redline. in glide 0 means full fog, 255 means no fog, and in redline 0 means no fog. (I think, check the docs to be sure) I put in some prelim fix for this, but I am sure it is not right. That is pretty funky.
I am going to try to put in some simple textures like they do in the redline guide, and I am going to use that for all the textures that glide tries to use. I hope i can have these simple textures working by the end of the weekend.
I have moved a lot of globals into global structures, rather than having them exposed.
I seem to be having a problem with FLTORGBA, it always seems to return 0 to me. Has anyone else had this problem? It was the last thing i discovered last night, so I didn't get any time to write any sample programs to test it. It is very strange problem.
Unfortunately, I broke GlideWarped.exe. It just draws a black screen now. I am pretty sure I know what the problem is, and I should be able to fix it pretty quick, probably over the weekend.
Things I would like some help with:
the .3df thing - it seems like it is not too far away. I haven't had any time to do anything with it, but i would really like to see the words that appear in the TEST programs.
Making it run in a window, rather than full screen. This would be great for debugging. I haven't even tried yet, it might be simple, but I think it will be more complicated.
Comments in the code. If you don't understand something, then it needs to be commented. email me with comments.
zbuffering. Why do things only work when zbuffering is permanently turned on? i want to fix this behavior so that we don't zbuffer unless we need to.
a good facility for debugging this beast. Especially if we never get it to work in a window. Currently, I can't debug a full screen app, because I can't see my debugger, so I have been opening up a text file and dumping strings out to it to do debugging. This sucks.
Anything else that is not implemented yet needs to be.
I have not tested the wrapper with any games at all, I suspect that it might work for some of the more simple games now, but would probably look pretty ugly. If they don't work, it might be because of the same reason warpedglide doesn't work, and I should be able to fix that pretty quick.
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I can't seem to think of anything else. i am sure there is more, but i can't remember it.
I will have the file uploaded shortly to:
ftp://ftp.bjorn3d.com/pub/developer